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Histers PvT Immortal style. - Page 14

Forum Index > StarCraft 2 Strategy
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NaveAdair
Profile Joined September 2011
United States1 Post
September 18 2011 16:42 GMT
#261
This is great. Need to try this out.

(And wow, Holder was sooo mad.)
7Sevii
Profile Joined September 2011
United States17 Posts
September 18 2011 18:01 GMT
#262
This destroys terran in gold and silver league, does anyone have a link to the replays of sixjaxmajor and other pros playing this build?
Gattaca.usa
Profile Joined October 2010
131 Posts
September 19 2011 00:07 GMT
#263
do u have any replays of this against a 111? or how it fairs against a 111?
BabyCrusher
Profile Joined June 2011
United States25 Posts
September 19 2011 00:34 GMT
#264
If you wait to long to attack it can be held off pretty quickly. If you're going what you feel might be slightly to late, expo behind it because you will def cripple him to.

I'm really surprised how well this works 90% of the time. I actually got called trash for doing it. Joys of diamond haters.
"Only in death are we truly free"
aznkukuboi
Profile Joined December 2010
120 Posts
September 19 2011 03:07 GMT
#265
I tried this build against a terran going 1-1-1 and lost. This build you have 1 stalker and a bunch of sentries. His banshee harass at like 8:00 showed I was low on stalkers. He then proceeded to make 4 more banshees and skipped on tanks and rolled me.


This build, however, will roll in lower leagues because most terrans stick to whatever build they do and do not compensate based on what their opponents are doing.
chestnutcc
Profile Joined July 2011
India429 Posts
September 19 2011 09:20 GMT
#266
On September 19 2011 12:07 aznkukuboi wrote:
I tried this build against a terran going 1-1-1 and lost. This build you have 1 stalker and a bunch of sentries. His banshee harass at like 8:00 showed I was low on stalkers. He then proceeded to make 4 more banshees and skipped on tanks and rolled me.


This build, however, will roll in lower leagues because most terrans stick to whatever build they do and do not compensate based on what their opponents are doing.


I faced an identical terran, who skimped on tanks and went for more banshees BUT, I attacked too late allowing him to get 3 or so with high energy raven for pdd, completely rolled the ground army though. If he made 4 more banshees, imo the hister push was too late (banshees take forever to make): the initial push combined with a warp in of stalkers is enough to deal with around 2 banshees, cannons in your mineral line will take care of harass.
fanvadmeck
Profile Joined August 2011
Sweden112 Posts
September 19 2011 12:52 GMT
#267
Just a little detail.. add 24 pylon in the new version thanks for a great guide!
| Startale | Quantic | Liquid FTW!
Skyro
Profile Joined May 2010
United States1823 Posts
September 20 2011 18:40 GMT
#268
In your new BO you delay your forge, but delaying your forge means you don't have the option for an early cannon vs things like marine/SCV all-in, plus you don't have the option for going for a fast +1/+1 either. What was the reasoning for delaying your forge?
terranmoccasin
Profile Joined February 2011
United States74 Posts
September 20 2011 19:22 GMT
#269
I think delaying forge does a few things:

Get earlier gates (Basically opening 3 gate robo) - Use the 300 from forge+cannon on 2 gates instead, which can set you behind economically, but it's a pretty safe opening... and, well.. we're planning on all-inning ourselves anyway, right?

Hide the true build - If the terran scans/scouts your base and sees an early forge, he'll know something weird is going on. If delayed, it just looks like 3 Gate Robo, which most terrans are comfortable with.

The upgrade still finishes in time for the push even if you delay the forge, and the 3 gate robo allows an easier transition out of the Hister build if you scout something that will counter it.

Just my thoughts after messing around with the build.
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2011-09-20 21:45:56
September 20 2011 21:44 GMT
#270
lmao, i told you id see you on here posting about your all ins...


why dont you do a guide on how to cheese every single zerg with 3 pylons and zealot rush?

love how once someone gets to masters they think they can go write a guide on how to play....

User was temp banned for this post.
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-09-20 22:39:18
September 20 2011 22:30 GMT
#271
On September 21 2011 06:44 Galaxy_Zerg wrote:
lmao, i told you id see you on here posting about your all ins...


why dont you do a guide on how to cheese every single zerg with 3 pylons and zealot rush?

love how once someone gets to masters they think they can go write a guide on how to play....


Somebodys mad

Protoss need a strong one base build and this guide is a good one. Loads of terrans even a few in gm rely on 1 base all ins in tvp because they are horrible.

This builds legit and forces a response out of terrans so theres nothing wrong with it.

http://www.teamliquid.net/blogs/viewblog.php?id=265314


Galaxy is a hard rager who 6 pools terrans then comes here and talks shit about immortal push.
nath
Profile Blog Joined May 2010
United States1788 Posts
September 20 2011 22:38 GMT
#272
1 rax FE beats this pretty soundly if done right.

Protoss can still do enough damage to equalize AT BEST, and instantly lose at worst.

MaNa vs DeMusliM is how I see most high level TvP "1 rax FE vs Hister build" going. Protoss may force a lift of cc, do damage; but if he expos behind it super late; the terran's counterattack will overwhelm him (and mnm+first 2 medivacs will rape face)
Founder of Flow Enterprises, LLC http://flow-enterprises.com/
Gattaca.usa
Profile Joined October 2010
131 Posts
September 21 2011 02:17 GMT
#273
i've been doing this for the last couple of days and it is owning. post patch it owns even more!

doesn't matter what the terran goes. gas less FE, 1 rax FE, marine/hellion expand.

still haven't faced the dreaded 1/1/1.

this build is awesome. immortals are so strong with harden shield and guardian shield. then once shields are all gone there is +1 armor!!!

i usually attack when i have 4 immortals.
chestnutcc
Profile Joined July 2011
India429 Posts
September 21 2011 15:33 GMT
#274
Hister: I noticed that in the replay with cloakshees, you plant a stargate and chrono out phoenix. In a 1/1/1 defense, would it make sense to drop a gate from the build, maybe forgo additional stalkers in favour of one or two phoenix, depending on the number of banshees scouted ?(At the lower levels at which I play, I find the banshees remain after a favourable engagement and warping in stalkers makes me vulnerable to the next push, also if the terran actually scouts the immortal count, they tend to drop a tank or two for extra banshees)
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
September 21 2011 16:55 GMT
#275
This build is phenomenal. I think it is one of the few that is capable of holding almost all Terran aggression with good micro.

111? Sure Banshees will still be an issue but Immortals will tear through the tank count almost instantly and not leave themselves too exposed thanks to the range buff of 1.4. Furthermore, Zealots should be able to cleave through marines and tank the damage well.

3 rax? Tried it against someone who opened 3 rax and after an engagement on the ramp where I tore through his MM army, particularly the Marauders that literally died in seconds to the huge Immortal count, I expanded, built up my forces more to secure my advantage, went in and killed him on 2 bases.
SuperYo1000
Profile Joined July 2008
United States880 Posts
September 21 2011 17:42 GMT
#276
I think it would be a good idea to post some replays (high rank only) to histers immortal build losing to 1 1 1 banshee all in. That way we can brainstorm how to counter it. At least to me it seems that variation of the 1 1 1 gives this build the most trouble
Dutchess
Profile Joined May 2011
United States22 Posts
September 21 2011 18:04 GMT
#277
I don't know why people keep bringing up Reapers... the Stalker should pop at a normal time and stop the Reaper. I've had people try to get a fast Reaper against me probably 5-6 times now and every time my Stalker was right there ready for it.

When I have someone going Banshees against me I cut a couple of Sentries to find gas for Stalkers. 4-5 Stalkers tends to be enough to convince the Terran player that they shouldn't make more of them after their second Banshee. 4 Sentries is usually enough too, no need for 6+ of them most of the time. Against a 1-1-1 I stop at 3 Sentries to make sure my Zealot/Stalker numbers are sufficient to deal with it. I also -always- make at least 1 Observer immediately once my Robo finishes, because I think that the information about their build and unit composition is utterly crucial. I'm finding that it doesn't delay my push (I also get my Forge later and line it up so +1 armor finishes exactly as I want to push) and lets me make little changes to my unit composition to cope with whatever they've decided to go for. I think the most important information you tend to get from the Observer is confirmation of the 1-1-1 (or Banshee play at all) and/or you discover that they've gone for early Ghosts, which can be a problem sometimes depending on when they decide to push. If they've done neither of these things then you get a very clear idea of how many Sentries you will want and how many Zealot/Stalkers you'll want. And you can definitely get more than 1 Stalker by the time you push if you need them (I like this against 1-1-1/Banshees and Marine heavy play as Stalkers outrange Marines). If I feel I need them when I push or to beat Banshees, then 4-6 seems to be enough in most normal circumstances.

I don't like this build too much against 1-1-1 as if you don't win the first engagement/battle with their first army big, then you're in trouble. The Terran player can and will outproduce you after that because you're on 1 base (and no way are you going to support 5 Gates and a Robo on 1 base, nor will you really have the time needed to get an expo up and running and paying for itself by the time the second hit comes). If you're able to start delaying their push at their base and buy yourself a minute then you can usually have enough stuff to trounce the first push with good micro though. It just feels so unstable because the economy powering it doesn't let it remacro an army as fast as the Terran player can after the first push. You've got a fighting chance against 1-1-1 though, especially if you handle their first push well.

I am only plat though so I guess take all of this with a grain of salt. I've just been playing this build a lot for the past few days (probably 15-20 games so far) as Immortals are one of my favorite units, and these are the things I've been experiencing. I've made some changes to the BO as well to help it be a little more smooth (like not dropping the Forge/Cannon that early and instead grabbing a faster second and third gateway so the infrastructure is in place if needed against early pressure), and timing +1 armor and my 4th/5th gates to finish right as I push/need my first offensive warp in. Really enjoying the build though. Can't wait to play with with patch 1.4 this evening!
Cortex_
Profile Joined September 2011
Canada1 Post
September 23 2011 01:01 GMT
#278
On September 14 2011 15:02 darkluke wrote:
or you scrubs could just 1a better and use protoss as it was meant to be used... the race of retards. Now I know how good all of you worthless pricks that think they know how to play this game by playing this game as protoss are and all but just stop. if u want to play a real race play terran. when terran gets blink thors and invisible marines and stuff that is when it's as easy to play terran. now again if u protoss kids have a problem with terran 111 just 11111A better scrubs.... duhhh??

User was banned for this post.


Aren't they called Ghosts?
Torres69x
Profile Joined December 2010
United States14 Posts
September 23 2011 01:59 GMT
#279
This build is absolutely great. I love this build a lot. If you can hold off early harass from a 2-rax or an early reaper without getting too hurt it you can just walk in and steam roll the bio army once you have 3 immortals with more coming with 3gate support.
By any means necessary.
blacktar
Profile Joined June 2011
United States49 Posts
September 23 2011 02:56 GMT
#280
Awesome guide and the replays show the style very well. I wanted to second what some people mentioned earlier, it looks like so much fun to break through bunkers like you did with this build, terrans who fast expand against me will soon be living in fear!

I also really liked the game on tal darim, i often lose my proxy pylons / get too caught up and forget to make one, it shows how this build can still transition into a 2 base push as long as you break their army and do significant damage, and the "death push" you made, awesome sentry use (No spoilers!)

thanks for another great guide
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